Problem generating terrain on the fly

I’m trying to generate a terrain using NoiseLab’s Chman. Well i’m pretty near to goal but i can’t get what i want as terrain in Unity.
I’m able to generate this png in Unity:

So i know that color in Unity has a range of 0->1, same as heightmap. So i tried to use the same value used to generate this png for terrain and this is what i get:
http://img685.imageshack.us/img685/8752/senzatitolo2bm.jpg
http://img829.imageshack.us/img829/4928/senzatitolo1fk.jpg

I don’t know how to make it a playable terrain :frowning:

Your image noise doesn’t look that smooth eiter. Maybe try another noise type? I heard Simplex noise and Perlin noise are great for procedural terrains.

The generated terrain looks like I would imagine the result. Whats your problem? I guess the high peaks? When you look over your generated png you see that there are high luminance peaks as well.

Uhm ok, so i’ve to set less color to the image, i will try to divide all by 2 and let’s see if i get a smoother image :stuck_out_tongue:
My script right now will set image from 0 to 1, what are a good range for a smoother terrain? 0->0,2?

Nothing wrong with the 0…1 range, your algorithm only produces to high peaks sometimes, try to fix that.

Yes :frowning: i ported this:
http://libnoise.sourceforge.net/examples/complexplanet/index.html
to C#, and seems that i’ve to change input values (100+ input to check :S) or can i use the same value but use smoother render value.